allow player to look up/down
GitOrigin-RevId: 00041d67360a610ff032a0ab0ea5826e091f1c90
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1f7da03515
commit
4758ce519b
@ -181,6 +181,12 @@ namespace SemiColinGames {
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float visionRange = 150;
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float visionRange = 150;
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float visionRangeSq = visionRange * visionRange;
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float visionRangeSq = visionRange * visionRange;
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Vector2 ray = new Vector2(visionRange * (int) facing, 0);
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Vector2 ray = new Vector2(visionRange * (int) facing, 0);
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if (pose == Pose.Stretching) {
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ray = Rotate(ray, FMath.DegToRad(-30));
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}
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if (pose == Pose.Crouching) {
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ray = Rotate(ray, FMath.DegToRad(30));
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}
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Vector2 coneBottom = Rotate(ray, fov);
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Vector2 coneBottom = Rotate(ray, fov);
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Vector2 coneTop = Rotate(ray, -fov);
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Vector2 coneTop = Rotate(ray, -fov);
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@ -259,16 +265,11 @@ namespace SemiColinGames {
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private int SpriteIndex(Pose pose) {
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private int SpriteIndex(Pose pose) {
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int frameNum = (int) Clock.ModelTime.TotalMilliseconds / 125 % 4;
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int frameNum = (int) Clock.ModelTime.TotalMilliseconds / 125 % 4;
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if (frameNum == 3 && pose == Pose.Standing) {
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frameNum = 1;
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}
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switch (pose) {
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switch (pose) {
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case Pose.Walking:
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case Pose.Walking:
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return 35 + frameNum;
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return 35 + frameNum;
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case Pose.Jumping:
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case Pose.Jumping:
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return 35 + frameNum;
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return 35 + frameNum;
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case Pose.Stretching:
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return (int) Clock.ModelTime.TotalMilliseconds / 125 % 2;
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case Pose.SwordSwing:
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case Pose.SwordSwing:
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if (swordSwingTime > 0.2) {
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if (swordSwingTime > 0.2) {
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return 0 + swordSwingNum * 3;
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return 0 + swordSwingNum * 3;
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@ -278,12 +279,16 @@ namespace SemiColinGames {
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return 2 + swordSwingNum * 3;
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return 2 + swordSwingNum * 3;
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}
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}
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case Pose.Crouching:
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case Pose.Crouching:
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return 26;
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case Pose.Stretching:
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case Pose.Standing:
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case Pose.Standing:
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default:
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default: {
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if (frameNum == 3) {
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frameNum = 1;
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}
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return 29 + frameNum;
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return 29 + frameNum;
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}
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}
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}
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}
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}
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public void Draw(SpriteBatch spriteBatch, Camera camera) {
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public void Draw(SpriteBatch spriteBatch, Camera camera) {
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int index = SpriteIndex(pose);
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int index = SpriteIndex(pose);
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